Twin Stick Runner by utoxin

[raw]
made by utoxin for LD 41 (COMPO)

LD41 2018-04-22 18-11-54-478.jpg

I took a Twin Stick shooter concept, added some ideas from side-scrollers and infinite runners, and came up with this. Made almost exclusively with default Unity prototyping assets.

LD41 2018-04-22 18-12-14-028.jpg

Default controls assume a standard gamepad (Using a Steam Controller? Add the game to your steam list, and launch it that way, and your controller will work.)

  • Movement: Left stick
  • Aiming: Right stick
  • Fire primary weapon: Right trigger
  • Fire secondary weapon: Left trigger

You can rebind the controls via the in-game menu (do NOT attempt to do it via the Unity config screen in the launcher).

  • Monday morning update: Added Mac and Linux build downloads. No changes to game.
  • Monday evening update: v1.1-compo released on Github. Fixes issues with binding keyboard controls.
  • Monday evening update 2: v1.2-compo released on Github. Removes credits for music that isn't actually in the game. (I'd added it before I remembered that the compo didn't allow music, then pulled it back out, but failed to remove the credit.)
  • Tuesday morning update: v1.3-compo released on Github. Fixes broken health and secondary weapon status bars, and adds auto UI scaling.

Ratings

Overall 619th 2.842⭐ 21🧑‍⚖️
Fun 474th 3.053⭐ 21🧑‍⚖️
Innovation 624th 2.684⭐ 21🧑‍⚖️
Theme 609th 2.921⭐ 21🧑‍⚖️
Graphics 614th 2.5⭐ 21🧑‍⚖️
Audio 487th 2.278⭐ 20🧑‍⚖️
Humor 535th 1.917⭐ 20🧑‍⚖️
Mood 559th 2.556⭐ 20🧑‍⚖️
Given 26🗳️ 9🗨️

Feedback

Angelbait
24. Apr 2018 · 01:05 UTC
I would have liked to seen where you would have taken the artistic direction of this. Played for a bit over 50 miles. Thank you for the game!
🎤 utoxin
24. Apr 2018 · 01:08 UTC
@Angelbait Thanks for the comment! I plan to polish it up more later. :) It'll end up on itch.io with my previous game eventually.
Smooth
24. Apr 2018 · 01:15 UTC
I liked the idea... Lots of potential! This was entered for compo... but the audio had a different name on opening screen, I assume that is your alter ego... But then again, I didn't hear any sound on the Mac Version. Good Job Though
🎤 utoxin
24. Apr 2018 · 01:27 UTC
@Smooth As explained in the description, that was music I had added that I then pulled back out because of compo rules. I should probably throw up a version without that credit. I was just lazy about cleaning up the title screen.
🎤 utoxin
24. Apr 2018 · 01:27 UTC
@Smooth As explained in the description, that was music I had added that I then pulled back out because of compo rules. I should probably throw up a version without that credit. I was just lazy about cleaning up the title screen.
🎤 utoxin
24. Apr 2018 · 01:39 UTC
v1.2-compo is being uploaded now. It removes the credits for the music that isn't in the game. :)
ThePelranthean
24. Apr 2018 · 01:59 UTC
Heh. Interesting concept. Actually, it started to feel a lot like asteroids, but speeding up over time.

As a keyboard user, I probably got a sub-par experience since I couldn't see where I was aiming except when I was shooting... but since I was shooting all the time, it turned out OK. :smile:

Good job with the input remapping menu. That's pretty cool to see; I haven't made one of those yet, so it's cool to see you do it.

I may have missed it if it was there, but it would be cool to see a greater variety of weapons in the game. Like a bomb instead of a shotgun. Or maybe a penetrating shot, like a sniper, that would hit boxes through other boxes.

Of course, those are not really necessary to your core experience here. Good job with this game.
🎤 utoxin
24. Apr 2018 · 02:07 UTC
@ThePelranthean Thanks! I wish I could take credit for the keybinding menu. :) That's an asset called Rewired. Very very useful.

And I certainly plan to be doing more work on this game. I quite enjoyed working on it, and people seem to like it. I'll probably keep the 'prototype' feel of the graphics too. They just feel Right.
HS_Dave
24. Apr 2018 · 14:22 UTC
I really enjoyed it! I'd like auto fire when holding an aim direction but otherwise I would not really change anything. I'd like to see it further developed!
Nick Rafalski
24. Apr 2018 · 14:51 UTC
Overall, it was a fun experience!

The sound effects and visual effects combined for a good-feeling shooting experience.

I couldn't seem to get the shotgun to shoot any direction except straight forward. Not sure if that was user error, or by design, but it felt like an unnecessary restriction.

All in all, a fun game!
🎤 utoxin
24. Apr 2018 · 16:37 UTC
It's by design... but it's certainly open for change after judging is over. :) This game will be getting a post-LD update cycle, because I quite enjoy it, and it seems like other people do too. :)
NateTheGreat
25. Apr 2018 · 01:17 UTC
It was a fun start to the game. I was hoping for some powerups or more types of weapon but I quickly got overwhelmed a few minutes in. It's a good concept and I would definitely like to see it taken further!
🎤 utoxin
25. Apr 2018 · 01:53 UTC
Thanks, @NateTheGreat. I'd love to have done more, but I only really had time to do Compo. I'll be coming back to this later, but it'll be a month or so before I have the time... we have to move in the next month. *flails*
C1FR1
26. Apr 2018 · 04:00 UTC
the graphics (specifically the background) got a bit buggy after a bit, also the camera started vibrating... Aside from that, its pretty fun to play
🎤 utoxin
26. Apr 2018 · 13:31 UTC
@C1FR1 Thanks! Odd that the background started having issues. I haven't seen that issue. But yes, camera does start having some jumpy movement near the edges of your movement range, and as you get faster. That's on my list of things to try and fix.
sh1rogane
26. Apr 2018 · 18:30 UTC
Good job, a solid fun game.... a bit buggy, had some "stuttering" on the camera.
🎤 utoxin
26. Apr 2018 · 18:52 UTC
@sh1rogane Thanks! I'm going to try and fix the camera, for sure. I hand-rolled the loose-follow script during the compo, and it's definitely not perfect.
Mathiouza
27. Apr 2018 · 12:12 UTC
Nice work, but I think the game is too easy and there is 0 progression. Nice thing you added controller support, that is rare. It lacks an hectic music though.

Keep coding :)
qristjan
27. Apr 2018 · 12:16 UTC
Quite good, but the shotgun only works if you hold down the aim button (for example the right arrow key). And sometimes it "reloads" but there is no indication.
Cyrdach
27. Apr 2018 · 12:18 UTC
I had fun, but if i keep pressing 'a' i can live for ever and my score is increasing.
Antti Haavikko
27. Apr 2018 · 17:24 UTC
Controls were all broken for me (PS4 controller). I could only move and use the shotgun with left trigger. And now I can't even go to the controls section of the game anymore. It's also kinda weird that you can open the pause menu when you're in the actual menu and they completely clip each other. Okay... restarted the game and now it seems to work.

The game was very easy, even when I couldn't use the normal gun at all. The floating blocks didn't really pose much of a threat. Does it get harder the further you go? It didn't really feel like it. I also found a method for probably infinite score. Just hold left from the beginning, the score will slowly go up and enemies will never spawn.

The shooting sound got very repetitive fast. And maybe there should be some kind of downside to shooting, otherwise it could be completely automatic. There is no point on forcing the player to hold the button down if it is 100% of the time. Well the shooting did stutter every now and then but I'm guessing that was something along the lines of having a max bullet amount and you weren't clearing them fast enough.

One thing to consider with these trail like particle systems is to change their spawning to be distance based instead of just constantly spewing up particles. So in the emission module, remove rate over time and add some rate over distance. That results in a nicer looking stream of particles and will not cause those clumps that appear there now when the ship slows down.

Anyways, good job!
mrjoshuamclean
28. Apr 2018 · 15:27 UTC
Had another playthrough now that I understand I have to HOLD the trigger AND the right stick to do the primary fire. Definitely would be better with the right stick just doing it automatically.

The game is super easy, and it's hard to tell where the enemies are because they're usually offscreen. I think zooming out further would be great, as well as having enemies more intent on getting to you, maybe even shooting bullets of their own.

The laser sound is cool, but it's a bit rough hearing it constantly repeating while I fire the main gun.

Combining these two is an interesting concept, and I think it could work with some tweaks and additions. Maybe power ups, or an upgradeable ship, etc.

Otherwise, a solid start to an "infinite shmup" game. :)
Erkberg
29. Apr 2018 · 11:44 UTC
The gameplay feels quite nice and fast, but there is not much apart from that. It is a solid foundation though that you could build upon, by adding more enemy types and upgrades etc. I had fun playing it, good job!

PS: I think you should consider opting out of the Graphics rating, if you didn't make most of the assets yourself.
Antti Haavikko
29. Apr 2018 · 12:03 UTC
@erkberg Sure they didn't make the assets really but excluding the particle effects (which I don't know if they are stock assets also), the said used assets are just cubes, rectangles and text anyways. So I think the graphics category still holds with overall composition, color selection etc...
Erkberg
29. Apr 2018 · 12:35 UTC
@antti-haavikko You're probably right. Well, it's up to the creator to decide, I was just suggesting to consider it :)